Interactive Multi-Party Game

ABSTRACT

Disclosed herein is an interactive digital game and a gaming tool. The gaming includes the steps of each player being assigned a gaming tool; each player&#39;s gaming tool being assigned two parameters, a life force and an energy weapon force; a first player casting a spell on another player and appropriately incrementing, positively or negatively, the first player&#39;s energy weapon force; another player receiving the spell cast by the first player and appropriately incrementing, positively or negatively, the receiving player&#39;s life force; another player casting a spell on one of the players and appropriately incrementing, positively or negatively, the casting player&#39;s energy weapon force; the receiving player appropriately incrementing, positively or negatively, that player&#39;s life force; the players trading casting and receiving spells until only one player has life force and all other players&#39; life force is extinguished; and the player with remaining life force being declared the winner.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to the field of interactive electronic games.More particularly, the interactive electronic game herein, relates tosuch games having a basis in magic play including the casting of spells,the holding of effects and the recovery from spell casting.

2. Background

The popularity of books, stories and video games having to do with magicand fantasy in general has increased exponentially since the creation ofthe Harry Potter book series and other fantasy books. Since the releaseof the first Harry Potter book, in 1997, not only have the Harry Potterbooks gained in popularity, but the entire genre of fantasy and magicbooks and related activities has grown world-wide. According toWikipedia, the Harry Potter books have sold over 450 million copies. Thebooks have set sales records as the fastest selling books in history,including “tie-in” merchandising; Wikipedia estimates that the brand,Harry Potter, is worth over $15 Billion.

As expected, the success of Harry Potter has inspired not only HarryPotter-type entertainment, but has increased the public interest in thegenre of fantasy and magic. Of course, it is commonly known andwell-recognized that the films about Harry Potter have proved widelysuccessful. In addition, there have developed video games. In fact,there are at least 11 video that have been created as a direct resultand which are based solely or in part on the Harry Potter books.Virtually all of these video games involve occurrences around Hogswartand at least one scene from one of the movies. Very often the video gamefollows a theme from the book or movie attempts to remain true to thespirit and intent of the movie or both upon which it is based.

In some ways, a game about fantasy when restricted to a previouslywritten book or movie, may limit the creativeness of the game itself.While the Harry Potter books are a terrific success, basing an entiregame around the books may prove tiresome and counter-productive. Insteadthe claimed game herein bases its game parameters on the principles ofmagic and fantasy, which have been around far longer than the HarryPotter books.

The claimed game disclosed herein is based upon the ancient art ofdueling, while using creative spells and defenses. The game is notlimited to Harry Potter books and needs not be true to any particularpreviously written theme or topic, but rather leaves the players tocreate the game based upon the input of their fellow contestants and thegame flow itself.

SUMMARY OF THE INVENTION

Applicant has disclosed herein a unique interactive multipartyelectronic game. The game herein is simple to understand and can beplayed using a special gaming tool or by using an “app” on a smartphone. The game includes the steps of assigning each player a life forceand a weapon energy force. A player's life force is incrementallydecreased each time the player is struck by a spell cast by anotherplayer. Additionally, each time a player casts a spell, that player'sweapon force is incrementally decreased. Play continues until eachplayer's life force goes to zero and that player is eliminated from thegame. The game ends when only one player has life force remaining and isdeclared the winner.

The game includes the use of a gaming tool. The gaming tool includes theability to send a signal to an opposing player, which defines casting aspell on that player. Additionally, the gaming tool includes anindicator member for displaying a player's total life force and totalenergy weapon force. The indicator member also accurately displaysincremental changes in a player's life force and energy weapon force.When a player's life force is extinguished, by default that player'senergy weapon force also goes to zero and no further spells can be castby that player.

In an exemplary embodiment, the indicator member is lighted and clearlyvisible even in the dark. This facilitates multi-party interactive gamesat night or in dimly lighted areas.

A variety of different spells may be cast on opposing players. Eachspell does damage to the life force according to the game rules. Eachspell can be overcome, either by time or by using a cure. The gamingtool is provided with both spells and cures. As with casting a spell,applying a cure also decreases weapon strength incrementally and coststhe player a turn. However, applying the correct cure, improves aplayer's ability to compete and make his life force stronger.

TABLE I SPELLS Spell Damage Energy Cost Effect Frolith 5 4 Burn Aquina 53 Wet Ekoroth 8 3 none Airion 5 3 Sniper Suklion 0 5 Drain Kano 10 5none Zat 12 7 conduction Disonan 10 8 Disable Tiron 25 15 none Protinion0 8 Protection Helicot 0 10 heals

The above Table 1 is a sample listing of the spells, weapon energy forcecost and spell effects. In a first exemplary embodiment of the disclosedinteractive game, spells are assigned. The assignment includes anassignment of damage, weapon energy force used and the effect caused onthe opponent.

In another exemplary embodiment, the players choose spells and cures andwork out the details of values and costs. For example, one method ofplay includes negatively increments the player's weapon energy force at25% of the damage inflicted on the opponent. Thus, if the damage done is8, then the weapon energy force would be 2. Similar details, such astotal beginning life force, total weapon force are decided among theplayers prior to the start of the game.

In an exemplary embodiment, there are more than 2 players. For example 5or 10 or more players may continue the game at any one time. In anycase, two players are required.

The game requires that players face one another and not merely a videoscreen. The claimed game herein is truly interactive and requiresplayers to socialize with each other and not merely a non-human videoscreen.

In another exemplary embodiment, each of the commands is voiceactivated.

BRIEF DESCRIPTION OF THE DRAWING

For a further understanding of the objects and advantages of the presentinvention, reference should be had to the following detaileddescription, taken in conjunction with the accompanying drawing, inwhich like parts are given like reference numerals and wherein:

FIG. 1 is a schematic representation of the gaming tool in accordancewith the disclosure herein.

FIG. 2 is another schematic representation, this one of the life forceand weapon energy force displays of Player 1 in accordance with thedisclosure herein.

FIG. 3 is another schematic representation, this one of the life forceand weapon energy force displays of Player 2 in accordance with thedisclosure herein.

FIG. 4 is another schematic representation, this one of the life forceand weapon energy force displays of Player N, after the game, inaccordance with the disclosure herein, has started.

FIG. 5 is another schematic representation, this one is a side by sidecomparison of the life force and weapon energy force displays of PlayerN and N x, after the game, in accordance with the disclosure herein, hasstarted.

FIG. 6 is another exemplary embodiment, in schematic, of the gaming toolin accordance with the disclosure herein.

FIG. 7 is a schematic circuit diagram of the electronics of the gamingtool in accordance with the disclosure herein.

DETAILED DESCRIPTION OF THE DISCLOSED ELECTRONIC GAME AND GAMING TOOL

The invention will now be described with respect to FIGS. 1-5, whichillustrate an exemplary embodiment of the disclosure herein.Particularly, FIG. 1 illustrates a gaming tool 10, disclosed byapplicant herein and shown generally by the numeral 10. The gaming tool10 disclosed herein is a dedicated hardware tool, which takes the formof an electronic device.

In a first exemplary embodiment, the gaming tool 10 of FIG. 1 comprisesdedicated hardware defining a controller. in this exemplary embodiment,the gaming tool 10 is suitable only for purposes of playing thedisclosed game herein. In this embodiment, the gaming tool 10 issuitable only for game play and may not be used as a phone, other gamecontroller, TV controller or for any other electronic purpose. In anexemplary embodiment, the gaming tool is in the form of a wand.

As shown schematically in FIG. 7, the gaming tool 10 includes atransmitter 20 and a receiver 30. The gaming tool 10 transmits a spellat a precise frequency. That precise frequency is received by theopponent's gaming tool and recognized by the opponent's gaming tool asthe particular spell being sent. That particular spell has the assignedpredetermined level of damage and a defined type of damage as set by therules of the game prior to the initiation of the game.

The gaming tool 10 includes a microprocessor 40 (FIG. 7), which isconnected to both the transmitter 20 and the receiver 30. The playerselects a spell to be cast upon an opponent. When the spell is selected,the microprocessor 40 sends the signal associated with the particularspell to the transmitter 20, which then transmits the signal to thereceiver of the opponent's gaming tool. The opponent's microprocessordecodes the signal for the particular spell and registers the effects onthe player's life force and weapon energy force. The opponent'smicroprocessor also records the time of receiving the spell. Themicroprocessor 40 of the sending player registers and records the lossof weapon energy force from the sender of the spells as well. The weaponenergy force is appropriately decremented.

The game continues with each player with the players trading spells andusing cures until only one player is left having a measurable lifeforce. That player is then declared the winner.

With particular reference to FIG. 1, there is shown the dedicated gamingtool 10. The gaming tool 10 is designed for use with the specific gamedisclosed herein and for no other use. The gaming tool 10 includesvarious control buttons 12. Each control button 12 is programmable.Thus, all the buttons 12 are identical, only the programming is changed.

In an exemplary embodiment shown in FIG. 1, there is a button 12reserved for casting a spell. Another button 12 is reserved forself-administering a cure. Still another button 12 causes the life forcevalue to flash on the display screen. Pressing that same button 12causes the player's weapon energy force to be displayed. Another button12 is reserved for switching from one opponent to another. Once theplayer selects a certain opponent, the player can then display the lifeforce and weapon energy force values on the display screen of the gamingtool 10.

The gaming tool 10 includes a dual bar graph, which includes displays 14and 16. The bar graph display 14 shows the player's life force value.The bar graph 16 displays the player's weapon energy force.

The gaming tool 10 includes a display screen 18. As noted above thedisplay screen 18 is multi-purpose. By pressing and re-pressing thebutton 12 associated with the display screen, the screen will scrollthrough the life force and weapon energy force of the player or any ofthe opponents, both active and de-active in the present game. Repeatedpressing of the button 12 connected with the display screen 18 continuesthe scrolling process. At the end of the game, the microprocessor clearsthe players in the game and new players are entered so that themicroprocessor can register record and then cause to be displayed eachplayer and his opponents.

In the exemplary embodiment of FIG. 1, the gaming tool 10 has a range of20′. In other exemplary embodiments, it is contemplated that the gamingtool 10 will have a range of 10′ to 15′ and in other embodiments a rangeof more than 20′.

With particular reference to FIG. 6, there is shown another exemplaryembodiment of a gaming tool 60. In this embodiment, the player uses hissmart phone. An application from the web is downloaded in the usualfashion and loaded onto the player's smart phone, which then, when theapplication is active, defines gaming tool 60. The application turns thesmart phone display into the game displays previously describe. Softkeys appear on the phone and are the full equivalent of the keys notedabove.

It is contemplated that an I phone, Samsung Galaxy or Note or theirreplacements or similar smart phone are all usable in the game disclosedherein and can be readily adapted as a gaming tool 10.

FIGS. 2 and 3 illustrate displays found on the gaming tools 10 and 60for both life force and weapon energy force. Typically, the life forcegraphs for starting the game equals 100. The numerical value of 100represents the life force in its fully charged state. Like the weaponenergy force starts the game at 30. Of course, it is within the spiritand scope of the disclosure herein that the numerical values above arearbitrary and that as such these values may change to suit the game athand. The values are easily programmed into the microprocessor and maybe change to suit the game and the players associated therein.

In a two-person game, FIG. 2 represents the graphical display of thelife force and weapon energy force of Player 1. Similarly, in atwo-person game, FIG. 3 represents the graphical display of the lifeforce and weapon energy force of Player 2. As will be appreciated, eachplayer's gaming tool 10 includes such a display and while only twodisplays are shown, it is within the spirit and scope of the disclosurethat many such displays are present in the game being played,particularly, each player's gaming tool 10 will have both displays.

FIG. 4 illustrates the life force and weapon energy force of Player 1after the game has commenced. As shown Player 1 has used half his weaponenergy force and the weapon energy force for Player 1 is now 15 andPlayer 1's life force is at 75.

Game Play

FIG. 5 illustrates a winning player sequence. Player 1 has a life forceof 25 and weapon energy force of 15. On the other hand, Player 2's lifeforce has gone completely to zero and he has been eliminated from thegame.

In the exemplary embodiment depicted, the following applies:

-   -   Burn: —Causes 1 unit of damage for 5 seconds to the target.    -   2. Wet—If the target has “Wet” effect; it will cause double the        damage when hit with any spell having a “Conduction” effect.        Additionally, if the target is in possession of the “Wet”        effect, there is no damage from a spell having the “burn” effect        and the target simply loses his “Wet” effect.    -   3. Sniper—is an effect, which increases the range of casting a        spell; i.e. player can hit target from further away than without        this effect.    -   4. Drain—is a spell which negatively increments by 10, the        target's weapon energy force.    -   5. Conduction—is a spell, which causes a reduction of 5 in life        force; if the target is in possession of the “Wet” effect, this        spell does 2 times the amount of damage.    -   6. Disable—is a spell, upon receiving this spell; the target        cannot use spells/heal/regain energy for 30 seconds.    -   7. Protection—is an effect, which prevents the target holding        the effect from receiving a spell of any kind.    -   8. Heal—is an effect, which raises life force by an amount equal        to the cost of weapon energy force. i.e. in order to gain a        value of 10 in life force, the player spends 10 in weapon energy        force.

It will be appreciated that each of the depressions on the gaming tooldefines an electronic command to the micro-processor. It will further beappreciated that each of these commands in another exemplary embodimentare accomplished through the use of voice instead of the depression of abutton.

While the foregoing detailed description has described severalembodiments of the interactive electronic game in accordance with thisdisclosure, it is to be understood that the above description isillustrative only and not limiting of the disclosed invention.Particularly, the rules of the game may vary depending upon playerpreference and skill levels. Additional, other variations are notedabove and will be readily understood by those skilled in the art ofcreating games as well as those who play games on a regular basis. Itwill be appreciated that the embodiments discussed above and thevirtually infinite embodiments that are not mentioned could easily bewithin the scope and spirit of this invention. Thus, the invention is tobe limited only by the claims as set forth below.

What is claimed is:
 1. A game for play amongst at least two players, thegame comprising the steps of: each player being assigned a gaming tool;each player's gaming tool being assigned two parameters, a life forceand an energy weapon force; a first player casting a spell on anotherplayer and appropriately incrementing, positively or negatively, thefirst player's energy weapon force; another player receiving the spellcast by the first player and appropriately incrementing, positively ornegatively, the receiving player's life force; another player casting aspell on one of the players and appropriately incrementing, positivelyor negatively, the casting player's energy weapon force; the receivingplayer appropriately incrementing, positively or negatively, thatplayer's life force; the players trading casting and receiving spellsuntil only one player has life force and all other players' life forceis extinguished; and the player with remaining life force being declaredthe winner.
 2. A multiple player game as set forth in claim 1, whichincludes the step of: assigning predetermined number of spells for eachgaming tool, each spell having specific characteristics and function. 3.A multiple player game as set forth in claim 2, which includes the stepof: assigning each spell a specific negative incremental value and aspecific antidote.
 4. A multiple player game as set forth in claim 1,which includes the step of: assigning a cost to casting a spell.
 5. Amultiple player game as set forth in claim 4, which includes the stepof: assigning the negative increment of 25% of the life force negativelyincremented on the receiving player to the energy weapon force.
 6. Amultiple player game as set forth in claim 1, wherein the range of thegaming tool is predetermined.
 7. A multiple player game as set forth inclaim 6, wherein the range of the gaming tool is 20 feet.
 8. A multipleplayer game as set forth in claim 6, wherein each spell has a specificpredetermined effect on the receiving player.
 9. A multiple player gameas set forth in claim 1, which includes the step of recovery afterreceiving a spell.
 10. A multiple player game as set forth in claim 9,which includes the step of recovery after receiving a spell.
 11. Amultiple player game as set forth in claim 10, which includes the stepof recovering 5 units of life force after every minute of play.
 12. Amultiple player game as set forth in claim 10, which includes the stepof recovering 5 units of weapon energy force after every 2 minutes ofplay.
 13. A multiple player game as set forth in claim 1, which includesthe step of limiting life force negative increments to a predeterminedvalue within 1 minute of play.
 14. A multiple player game as set forthin claim 13, wherein the predetermined value is 100 units of life force.15. A game for play amongst at least two players, the game comprisingthe steps of: each player being assigned a gaming tool; each player'sgaming tool being assigned two parameters, a life force and an energyweapon force; a first player casting a spell on a second player andappropriately incrementing, positively or negatively, the first player'senergy weapon force; the second player receiving the spell cast by thefirst player and appropriately incrementing, positively or negatively,the second player's life force; a second player casting a spell onanother player and appropriately incrementing, positively or negatively,the second player's energy weapon force; a first player receiving thespell cast by the first player and appropriately incrementing,positively or negatively, the first player's life force; the player'strading casting and receiving spells until one player's life for isextinguished; and the player with remaining life force being declaredthe winner.
 16. A gaming tool comprising each player being assigned agaming tool; the gaming tool being assigned two parameters, a life forceand an energy weapon force; each gaming tool being capable of castingspells and appropriately incrementing the energy force; each gaming toolbeing capable of receiving spells and appropriately incrementing thelife force.